hey purplepoot can you make waits please?? i would be very happy if i see something like that
(or any other guy if he knows how to do that)
Non-Leaking Simple Creep Revive System
not ratedA little creep revive system I use for my spell testings.
function Trig_Revive_Unit_Conditions takes nothing returns boolean
return IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) == false
endfunction
function Trig_Revive_Unit_Actions takes nothing returns nothing
local unit die = GetDyingUnit()
local real X = GetUnitX(die)
local real Y = GetUnitY(die)
local player Z = GetOwningPlayer(die)
call CreateUnit(Z, GetUnitTypeId(die), X, Y, 1.00)
call RemoveUnit(die)
set die = null
endfunction
//===========================================================================
function InitTrig_Revive_Unit takes nothing returns nothing
set gg_trg_Revive_Unit = CreateTrigger( )
call TriggerRegisterAnyUnitEventBJ( gg_trg_Revive_Unit, EVENT_PLAYER_UNIT_DEATH )
call TriggerAddCondition( gg_trg_Revive_Unit, Condition( function Trig_Revive_Unit_Conditions ) )
call TriggerAddAction( gg_trg_Revive_Unit, function Trig_Revive_Unit_Actions )
endfunction
return IsUnitType(GetDyingUnit(), UNIT_TYPE_HERO) == falsereturn not IsUnitType(GetTriggerUnit()), UNIT_TYPE_HERO)Ahem... no leaks? Pardon me, but d is never nullified.
And remove dying unit. You don't want to leave a corpse, do ya?
function Trig_Revive_Unit_Actions takes nothing returns nothing call CreateUnit( GetOwningPlayer(GetTriggerUnit()), GetUnitId(GetTriggerUnit()), GetUnitX(GetTriggerUnit()),GetUnitY(GetTriggerUnit()), GetUnitFacing(GetTriggerUnit()) ) endfunction
will work better
but no waits? ...
function Trig_Revive_Unit_Actions takes nothing returns nothing
call CreateUnit( GetOwningPlayer(GetTriggerUnit()), GetUnitId(GetTriggerUnit()), GetUnitX(GetTriggerUnit()),GetUnitY(GetTriggerUnit()), GetUnitFacing(GetTriggerUnit()) )
endfunction